From 47a98f8fc576e8bdbbb834dc8d602097aa1d0d17 Mon Sep 17 00:00:00 2001 From: Evan Hemsley Date: Tue, 28 Jul 2020 02:08:13 -0700 Subject: [PATCH] initial commit --- .gitignore | 351 ++++++++++++++++++++++++++++++++++++++++++++++++ Importer.cs | 102 ++++++++++++++ Mesh.cs | 23 ++++ MeshPart.cs | 45 +++++++ Model.cs | 23 ++++ README.md | 3 + Smuggler.csproj | 21 +++ Triangle.cs | 16 +++ 8 files changed, 584 insertions(+) create mode 100644 .gitignore create mode 100644 Importer.cs create mode 100644 Mesh.cs create mode 100644 MeshPart.cs create mode 100644 Model.cs create mode 100644 README.md create mode 100644 Smuggler.csproj create mode 100644 Triangle.cs diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..e191009 --- /dev/null +++ b/.gitignore @@ -0,0 +1,351 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore + +# User-specific files +*.rsuser +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Coverlet is a free, cross platform Code Coverage Tool +coverage*[.json, .xml, .info] + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. 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+using System.IO; +using System.Numerics; +using Microsoft.Xna.Framework.Graphics; + +namespace Smuggler +{ + public static class Importer + { + public static Model ImportGLTF(GraphicsDevice graphicsDevice, Stream stream) + { + var sharpModel = SharpGLTF.Schema2.ModelRoot.ReadGLB(stream); + + var meshes = new List(); + + foreach (var mesh in sharpModel.LogicalMeshes) + { + var meshParts = new List(); + + foreach (var primitive in mesh.Primitives) + { + var positionAccessor = primitive.GetVertexAccessor("POSITION").AsVector3Array(); + var normalAccessor = primitive.GetVertexAccessor("NORMAL").AsVector3Array(); + var texcoordAccessor = primitive.GetVertexAccessor("TEXCOORD_0").AsVector2Array(); + var indexAccessor = primitive.GetIndexAccessor().AsIndicesArray(); + + var positions = new Vector3[positionAccessor.Count]; + var normals = new Vector3[normalAccessor.Count]; + var texcoords = new Vector2[texcoordAccessor.Count]; + var triangles = new List(); + + for (int i = 0; i < positions.Length; i++) + { + var position = positionAccessor[i]; + positions[i] = new Vector3(-position.X, -position.Z, position.Y); + } + + for (int i = 0; i < normals.Length; i++) + { + var normal = normalAccessor[i]; + normals[i] = -new Vector3(normal.X, normal.Z, normal.Y); + } + + foreach (var (a, b, c) in primitive.GetTriangleIndices()) + { + triangles.Add(new Triangle(a, b, c)); + } + + var vertexBuffer = new VertexBuffer( + graphicsDevice, + typeof(VertexPositionNormalTexture), + positions.Length, + BufferUsage.WriteOnly + ); + + var indexBuffer = new IndexBuffer( + graphicsDevice, + IndexElementSize.ThirtyTwoBits, + indexAccessor.Count, + BufferUsage.WriteOnly + ); + + var vertices = new VertexPositionNormalTexture[primitive.IndexAccessor.Count]; + var indices = new uint[primitive.IndexAccessor.Count]; + var indexCounter = 0; + + foreach (var index in primitive.GetIndices()) + { + var position = positions[index]; + var normal = normals[index]; + var texcoord = texcoords[index]; + + indices[indexCounter] = index; + vertices[index] = new VertexPositionNormalTexture( + new Microsoft.Xna.Framework.Vector3(position.X, position.Y, position.Z), + new Microsoft.Xna.Framework.Vector3(normal.X, normal.Y, normal.Z), + new Microsoft.Xna.Framework.Vector2(texcoord.X, texcoord.Y) + ); + + indexCounter++; + } + + indexBuffer.SetData(indices); + vertexBuffer.SetData(vertices); + + meshParts.Add( + new MeshPart( + vertexBuffer, + indexBuffer, + triangles.ToArray(), + new BasicEffect(graphicsDevice) + ) + ); + } + + meshes.Add(new Mesh(meshParts.ToArray())); + } + + return new Model(meshes.ToArray()); + } + } +} diff --git a/Mesh.cs b/Mesh.cs new file mode 100644 index 0000000..f8bd217 --- /dev/null +++ b/Mesh.cs @@ -0,0 +1,23 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Smuggler +{ + public class Mesh + { + public MeshPart[] MeshParts { get; } + + public Mesh(MeshPart[] meshParts) + { + MeshParts = meshParts; + } + + public void Draw(GraphicsDevice graphicsDevice, Matrix world, Matrix view, Matrix projection) + { + foreach (var meshPart in MeshParts) + { + meshPart.Draw(graphicsDevice, world, view, projection); + } + } + } +} diff --git a/MeshPart.cs b/MeshPart.cs new file mode 100644 index 0000000..f9c5cde --- /dev/null +++ b/MeshPart.cs @@ -0,0 +1,45 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Smuggler +{ + public class MeshPart + { + public IndexBuffer IndexBuffer { get; } + public VertexBuffer VertexBuffer { get; } + public Triangle[] Triangles { get; } + public BasicEffect Effect { get; } + + public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, Triangle[] triangles, BasicEffect effect) + { + VertexBuffer = vertexBuffer; + IndexBuffer = indexBuffer; + Triangles = triangles; + Effect = effect; + } + + public void Draw(GraphicsDevice graphicsDevice, Matrix world, Matrix view, Matrix projection) + { + graphicsDevice.SetVertexBuffer(VertexBuffer); + graphicsDevice.Indices = IndexBuffer; + + Effect.World = world; + Effect.View = view; + Effect.Projection = projection; + + foreach (var pass in Effect.CurrentTechnique.Passes) + { + pass.Apply(); + + graphicsDevice.DrawIndexedPrimitives( + PrimitiveType.TriangleList, + 0, + 0, + VertexBuffer.VertexCount, + 0, + Triangles.Length + ); + } + } + } +} diff --git a/Model.cs b/Model.cs new file mode 100644 index 0000000..abdbf3e --- /dev/null +++ b/Model.cs @@ -0,0 +1,23 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Smuggler +{ + public class Model + { + public Mesh[] Meshes { get; } + + public Model(Mesh[] meshes) + { + Meshes = meshes; + } + + public void Draw(GraphicsDevice graphicsDevice, Matrix world, Matrix view, Matrix projection) + { + foreach (var mesh in Meshes) + { + mesh.Draw(graphicsDevice, world, view, projection); + } + } + } +} diff --git a/README.md b/README.md new file mode 100644 index 0000000..640fdb7 --- /dev/null +++ b/README.md @@ -0,0 +1,3 @@ +# Smuggler + +A 3D model library for sneaking around the XNA content pipeline. diff --git a/Smuggler.csproj b/Smuggler.csproj new file mode 100644 index 0000000..fafb0a4 --- /dev/null +++ b/Smuggler.csproj @@ -0,0 +1,21 @@ + + + + netstandard2.0 + Smuggler + 0.1.0 + Cassandra Lugo; Evan Hemsley + Cassandra Lugo and Evan Hemsley 2020 + true + Smuggler + + + + + + + + + + + diff --git a/Triangle.cs b/Triangle.cs new file mode 100644 index 0000000..d39c672 --- /dev/null +++ b/Triangle.cs @@ -0,0 +1,16 @@ +namespace Smuggler +{ + public struct Triangle + { + public int A { get; } + public int B { get; } + public int C { get; } + + public Triangle(int a, int b, int c) + { + A = a; + B = b; + C = c; + } + } +}